Make controllermap, etc, work on platforms with hardcoded window sizes.
This makes sure everything renders correctly, even if, say, an Android device gives you a certain "window" size no matter what you ask for.
parent
9268c7a1b3
commit
2d92a37237
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@ -101,7 +101,7 @@ WatchJoystick(SDL_Joystick * joystick)
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{
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SDL_Window *window = NULL;
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SDL_Renderer *screen = NULL;
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SDL_Texture *target, *background, *button, *axis, *marker;
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SDL_Texture *background, *button, *axis, *marker;
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const char *name = NULL;
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SDL_bool retval = SDL_FALSE;
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SDL_bool done = SDL_FALSE, next=SDL_FALSE;
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@ -152,12 +152,14 @@ WatchJoystick(SDL_Joystick * joystick)
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return SDL_FALSE;
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}
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target = SDL_CreateTexture(screen, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_TARGET, MAP_WIDTH, MAP_HEIGHT);
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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SDL_RaiseWindow(window);
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/* scale for platforms that don't give you the window size you asked for. */
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SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
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/* Print info about the joystick we are watching */
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name = SDL_JoystickName(joystick);
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SDL_Log("Watching joystick %d: (%s)\n", SDL_JoystickInstanceID(joystick),
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@ -206,7 +208,9 @@ WatchJoystick(SDL_Joystick * joystick)
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dst.y = step->y;
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SDL_QueryTexture(marker, NULL, NULL, &dst.w, &dst.h);
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next=SDL_FALSE;
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SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
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while (!done && !next) {
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if (SDL_GetTicks() - alpha_ticks > 5) {
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alpha_ticks = SDL_GetTicks();
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@ -219,13 +223,11 @@ WatchJoystick(SDL_Joystick * joystick)
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}
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}
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SDL_SetRenderTarget(screen, target);
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SDL_RenderClear(screen);
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SDL_RenderCopy(screen, background, NULL, NULL);
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SDL_SetTextureAlphaMod(marker, alpha);
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SDL_SetTextureColorMod(marker, 10, 255, 21);
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SDL_RenderCopyEx(screen, marker, NULL, &dst, step->angle, NULL, 0);
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SDL_SetRenderTarget(screen, NULL);
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SDL_RenderCopy(screen, target, NULL, NULL);
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SDL_RenderPresent(screen);
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if (SDL_PollEvent(&event)) {
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@ -170,6 +170,9 @@ WatchGameController(SDL_GameController * gamecontroller)
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SDL_RenderPresent(screen);
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SDL_RaiseWindow(window);
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/* scale for platforms that don't give you the window size you asked for. */
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SDL_RenderSetLogicalSize(screen, SCREEN_WIDTH, SCREEN_HEIGHT);
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background = LoadTexture(screen, "controllermap.bmp", SDL_FALSE);
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button = LoadTexture(screen, "button.bmp", SDL_TRUE);
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axis = LoadTexture(screen, "axis.bmp", SDL_TRUE);
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@ -191,7 +194,7 @@ WatchGameController(SDL_GameController * gamecontroller)
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/* Loop, getting controller events! */
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while (!done) {
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/* blank screen, set up for drawing this frame. */
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SDL_SetRenderDrawColor(screen, 0x00, 0x00, 0x00, SDL_ALPHA_OPAQUE);
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SDL_SetRenderDrawColor(screen, 0xFF, 0xFF, 0xFF, SDL_ALPHA_OPAQUE);
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SDL_RenderClear(screen);
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SDL_RenderCopy(screen, background, NULL, NULL);
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